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Game graphics programming / Allen Sherrod.

By: Contributor(s): Material type: TextTextSeries: Course Technology PTR game development seriesPublisher: Boston, MA : Course Technology/Charles River Media/Cengage Learning, [2008]Copyright date: ©2008Description: xxiii, 645 pages : illustrations ; 25 cm + 1 computer disc (12 cm)Content type:
  • text
  • computer dataset
Media type:
  • unmediated
  • computer
Carrier type:
  • volume
  • computer disc
ISBN:
  • 1584505168
  • 9781584505167
Subject(s): DDC classification:
  • 794.81666 22
Contents:
Part 1. Introduction to Game Graphics -- 1. Introduction to Game Graphics -- 2. 2D and 3D Graphics -- 3. Ray Tracing -- 4. Rasterization -- 5. Programmable Shaders -- Part 2. Shading and Surfaces -- 6. Mapping Surfaces -- 7. Additional Surface Mapping -- Part 3. Direct and Global Illumination -- 8. Lighting and Materials -- 9. Advanced Lighting and Shadows -- 10. Global Illumination Techniques -- Part 4. Special Effects -- 11. Special Effects: High Dynamic Range -- 12. Special Effects: Additional Effects -- Part 5. Rendering Nature -- 13. Sky and Terrain Rendering -- 14. Water Rendering -- Part 6. Optimizations and Conclusions -- 15. Optimization -- 16. Conclusions -- Appendix A. Answers to Chapter Questions -- Appendix B. Compiling the Sample Source Code -- Appendix C. Recommended Resources -- Appendix D. Obj Loader.
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Holdings
Item type Current library Call number Copy number Status Date due Barcode
Book City Campus City Campus Main Collection 794.81666 SHE (Browse shelf(Opens below)) 1 Available A456003B

Accompanying CD-ROM features all the C++ source code and pseudo-code examples used throughout the book.

Includes index.

Accompanied by: 1 computer disc (CD-ROM)

Part 1. Introduction to Game Graphics -- 1. Introduction to Game Graphics -- 2. 2D and 3D Graphics -- 3. Ray Tracing -- 4. Rasterization -- 5. Programmable Shaders -- Part 2. Shading and Surfaces -- 6. Mapping Surfaces -- 7. Additional Surface Mapping -- Part 3. Direct and Global Illumination -- 8. Lighting and Materials -- 9. Advanced Lighting and Shadows -- 10. Global Illumination Techniques -- Part 4. Special Effects -- 11. Special Effects: High Dynamic Range -- 12. Special Effects: Additional Effects -- Part 5. Rendering Nature -- 13. Sky and Terrain Rendering -- 14. Water Rendering -- Part 6. Optimizations and Conclusions -- 15. Optimization -- 16. Conclusions -- Appendix A. Answers to Chapter Questions -- Appendix B. Compiling the Sample Source Code -- Appendix C. Recommended Resources -- Appendix D. Obj Loader.

User level: intermediate-advanced.

System requirements: personal computer with either Windows or Mac operational system.

Machine converted from AACR2 source record.

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